DESIGNER'S NOTES

PANZER BATTLES on the RIVER CHIR, December, 1942

by Phenix Earl Benton II


This is a scenario quite unlike the others that I have constructed. In this scenario, I have attempted to recreate the "operational" level of combat, the maneuvering of large units smaller than the divisional scale. The units represent batteries, battalions, regiments, brigades, and kampfgruppen. Many aspects of the scenario have thus been either simplified or eliminated. There is no tech research, per se. There is no trade, improvement, city building, or diplomacy. There are no air or sea units. The terrain is homogenous, thanks mainly to the winter character of the Ukraine. There is no pollution or production. There is only the need to fight and win against the enemy. The scenario only lasts for 25 turns, with each turn being a single day--through the end of December, 1942. Each square is roughly 10 miles area. This scenario is intended for dueling, two human players, or to be played as the German commander if solo. The victory conditions are simple; For the Germans, prevent ANY bridgeheads across the Chir river. A single Russian unit thus counts as a bridgehead if it is OVER the river--not on a river square, but across the other side. If a single Russian unit is across the river at the end of turn 25, the Russians win. If the Germans can prevent this, they win.

Some Information;

1.) 336 Infantry Division HQ = The Great Wall.

2.) Luftwaffe Reconaissance = Apollo Project

3.) 48th Panzer Korps HQ = Adam Smith

4.) Repair Depot = Barracks

5.) Procurement = Capitalization

6.) The German units holding the river line in the northwest of the map are part of a 
     Luftwaffe field division. The remainder of German infantry units are part of the 
     336th Infantry division. The German mobile units are primarily units of the 11th
     Panzer division.

7.) The german artillery batteries supporting the 336 Infantry division are not mobile.                "Barrage" units appear each day and represent the daily allotment of ammunition.
     If these Batteries are destroyed, a Russian "sentry" unit will appear on the square,              to prevent the appearance of more artillery ammunition. 

8.) The tech "Armor replacements" is Future Tech, but will generate a unit of armor for 
     each side when acquired. 

9.) If you are playing solo as the Germans, house rule # 1; you cannot cross the river.
     You must stand on the defense on the western bank of the Chir. It is too easy as 
     the human German player to focus on the 3 Russian cities and wipe them out, thus 
     eliminating the Russian player without having to defeat him militarily. While this 
     strategy might work in the game, it certainly is unrealistic to think that the German             re-occupation of a few Ukrainian hamlets would make the Red Army evaporate.


CREDITS:

I have borrowed the best graphics available, and endeavor to mention all sources. If 
I have neglected to mention something that deserves it, contact me and it will be corrected.

Thanks to; 

Gareth Burch, whose units were right there when inspiration struck. I didn't have to ask anyone for anything in the way of units, Gareth was there ahead of me.

Eivind Evensen, whose terrain graphics were also right at hand when inspiration hit. 

Curt Sibling, whose people gifs were too good to pass up.

Kevin Chulski, for the city graphic I finally decided on using.